I hate to be a guy that throws cold water on everything, but this looks pretty strong, and illustrates why the Jumpmaster nerf may not matter all that much.

By Biophysical, in X-Wing

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Tel Trevura, A Score To Settle, Dengar Crew, Punishing One, Rigged Cargo Chute = 46

Anybody want to face this? Anybody think it would be fun? Anybody think it's worse against aces than the current Jumpmaster builds?

Much of the efficacy of this ship derives hugely from it's raw stats, turret, barrel roll, dial, and budget points cost, now of which have been changed.

I doubt this is the best you can do with it, anyway.

Long title for a short post.

2 minutes ago, Celestial Lizards said:

Long title for a short post.

When someone goes into one of my forum posts, I like them to know what they're getting into.

... I was expecting pictures of breakfast. This thread sucks.

1 minute ago, Jeff Wilder said:

... I was expecting pictures of breakfast. This thread sucks.

It does suck.

On the occasions I use a jumpmaster it's exactly a trick shot Intel agent type.

Jumps are ....essentially solved..but yes super strong build still exist.

And they should.

I don't want any ship to be completely out of the game.

More seriously, that doesn't look like a fun list to play against, but it doesn't scare me. I look at it and kinda feel the same way as when I see someone setting up quad-TLTs. "Enh."

Of course, maybe it's horrible, and I'm just underestimating it.

12 minutes ago, Biophysical said:

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Tel Trevura, A Score To Settle, Dengar Crew, Punishing One, Rigged Cargo Chute = 46

Anybody want to face this? Anybody think it would be fun? Anybody think it's worse against aces than the current Jumpmaster builds?

Much of the efficacy of this ship derives hugely from it's raw stats, turret, barrel roll, dial, and budget points cost, now of which have been changed.

I doubt this is the best you can do with it, anyway.

see, everything's relative

would I want to face it? not really

would I want to face it over torpscouts?

0XNZb_s-200x150.gif?c=popkey-web&p=usa_n

2 minutes ago, Jeff Wilder said:

More seriously, that doesn't look like a fun list to play against, but it doesn't scare me. I look at it and kinda feel the same way as when I see someone setting up quad-TLTs. "Enh."

Of course, maybe it's horrible, and I'm just underestimating it.

I hope you're right. Quad TLTs are so bad at blocking and have no control elements. That makes them a much more solvable puzzle.

That actually looks like a lot of fun to fly against. It would be an interesting and fun challenge no matter which side of the table you’re on.

So basically the complete opposite of Pre-nerf Dengar/Nym.

It looks annoying, especially for ace lists who hate Bumpmasters of all stripes. But it also doesn't have the raw accurate punching power that comes from the previous Scout's guided torpedoes with target locks courtesy of R4. And ironically, something like Blair's Rebel Jank list could probably eat this thing for lunch while keeping it blocked.

9 minutes ago, Biophysical said:

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Tel Trevura, A Score To Settle, Dengar Crew, Punishing One, Rigged Cargo Chute = 46

Anybody want to face this? Anybody think it would be fun? Anybody think it's worse against aces than the current Jumpmaster builds?

Much of the efficacy of this ship derives hugely from it's raw stats, turret, barrel roll, dial, and budget points cost, now of which have been changed.

I doubt this is the best you can do with it, anyway.

For a second I thought that you were in one of my local WhatsApp groups, because I recently posted a similar list:

Contracted Scout, Attani Mindlink, Intel Agent, Rigged Cargo Chute, Anti-Pursuit Lasers = 30

Contracted Scout, Attani Mindlink, Intel Agent, Rigged Cargo Chute, Anti-Pursuit Lasers = 30

Trandoshan Slaver, Jabba the Hutt, Dengar, Inertial Dampeners, Anti-Pursuit Lasers = 40

Because why have 3 cargo chutes when you can have 4 (or 6)? The sky is the limit on obstacles! Well, that and the number of Shadowcasters you have access to for the cargo chutes... =(

But seriously, I doubt that it would be particularly fun to fly, but both my list and yours are probably competitive enough to win a few games.

22 minutes ago, Biophysical said:

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Tel Trevura, A Score To Settle, Dengar Crew, Punishing One, Rigged Cargo Chute = 46

Anybody want to face this? Anybody think it would be fun? Anybody think it's worse against aces than the current Jumpmaster builds?

Much of the efficacy of this ship derives hugely from it's raw stats, turret, barrel roll, dial, and budget points cost, now of which have been changed.

I doubt this is the best you can do with it, anyway.

Ask the OCX guys. They have been using similar stuff for awhile.

Its pretty good and not going anywhere.

Edited by Boom Owl
20 minutes ago, Biophysical said:

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Contracted Scout, Trick Shot, Intel Agent, Rigged Cargo Chute = 27

Tel Trevura, A Score To Settle, Dengar Crew, Punishing One, Rigged Cargo Chute = 46

Anybody want to face this? Anybody think it would be fun? Anybody think it's worse against aces than the current Jumpmaster builds?

Much of the efficacy of this ship derives hugely from it's raw stats, turret, barrel roll, dial, and budget points cost, now of which have been changed.

I doubt this is the best you can do with it, anyway.

First thing I went to was same list but substituted Tel for Ventress.

Also, this guy is still a big part of the game:latest?cb=20161111123029

Just now, Tbetts94 said:

First thing I went to was same list but substituted Tel for Ventress.

I started with Ketsu, then went to Asajj, and then thlught both of those require interesting decisions, so I added the 3rd Jumpmaster.

18 minutes ago, Biophysical said:

When someone goes into one of my forum posts, I like them to know what they're getting into.

Click bait. This guy took three post-nerf jumpmasters and you’ll never believe what happened next! (Joking btw)

11 minutes ago, PhantomFO said:

It looks annoying, especially for ace lists who hate Bumpmasters of all stripes. But it also doesn't have the raw accurate punching power that comes from the previous Scout's guided torpedoes with target locks courtesy of R4. And ironically, something like Blair's Rebel Jank list could probably eat this thing for lunch while keeping it blocked.

That's a pretty good point I wasn't thinking about. Torp scouts feed on lower PS AND higher PS. Block scouts pretty much only really hurt higher PS ships.

Edited by Biophysical
2 minutes ago, defkhan1 said:

Watch this list win the next Worlds. They'll have to nerf Jumpmasters even harder! :P

I literally, sincerely and unequivocally would not be the least bit surprised if Dengar won for the third time in a row after the THIRD errata to his build in a row

Edited by ficklegreendice
22 minutes ago, Herowannabe said:

That actually looks like a lot of fun to fly against. It would be an interesting and fun challenge no matter which side of the table you’re on.

So basically the complete opposite of Pre-nerf Dengar/Nym.

exactly my reaction. That list needs skills to be good. Its a lot less powerful than triple scout and as an opponent i feel i have a much more even chance of winning (with my usual non OP builds).

23 minutes ago, Biophysical said:

That's a pretty good point I wasn't thinking about. Torp scouts feed on lower PS AND higher PS. Block scouts pretty much only really hurt higher PS ships.

Also watch them melt vs the new silencer. Try to block an advanced sensor boosting and barrel rolling ship :-) And the 2nd pilot gains 2 extra attack dices when shooting through obstacles (you are bringing 3 extra to boost the ability). And there is a new upgrade that seems to be boosting defense when close to obstable. And the ship will have thrusters. And the Jumps wont have K4 to fully mod their attacks every rounds. And no free focus from mindlink. And no torp.

It might be a good meta build but not dominant at all.

Oh and ... Gunboat :-)

Dash trembles at the very sight of all those debris...

... with anticipation.

12 minutes ago, Thormind said:

Also watch them melt vs the new silencer. Try to block an advanced sensor boosting and barrel rolling ship :-) And the 2nd pilot gains 2 extra attack dices when shooting through obstacles (you are bringing 3 extra to boost the ability). And there is a new upgrade that seems to be boosting defense when close to obstable. And the ship will have thrusters. And the Jumps wont have K4 to fully mod their attacks every rounds. And no free focus from mindlink. And no torp.

It might be a good meta build but not dominant at all.

Oh and ... Gunboat :-)

Yeah, I specifically didn't think about Silencers, because we're not sure exactly how they'll shake out. An Advanced Sensor Silencer is pretty hurt by a Sloop'n'poop Rigged Cargo Chute, though.

Don't think I'm not lovingly eyeing HLC Gunboats to wipe a Jumpmaster off the board before it gets close.

7 minutes ago, Lightrock said:

Dash trembles at the very sight of all those debris...

... with anticipation.

You don't drop vs Dash, you just block him and grind with turrets.

Quote

You don't drop vs Dash, you just block him and grind with turrets.

Countermeasures Dash was a really hard match up for u-boats even before the nerf, because outside of torpedoes they really struggled to do any damage with their primaries against what was usually 3+ dice with a LW re-roll and a focus. I just don't see how these would do better, since their main trick is useless in this matchup.

Edited by Lightrock